Suggested enlarged Fleets

JMISBEST

Mongoose
I've took over as GM for A 2nd Edition Group that has being doing The Drinax Campaign for 22 in-game years, yet has only done adventures 6, 8 and 9, has a vast portfolio thwt was initially The Noble started, it is worth almost Cr 300 million, earns them also Cr 80,000 profit a month, they control 14 ships, with another 70 ranging from 100 tons to 8,900 tons doing their own thing, crewed be genetically modified fanatical Slaves from The Glorious Empire and their 14 directly controlled ships are 3 400 ton Corsairs, 2 600 Ton Cutlass Class Pirate Cruisers, 2 200 Ton Drinax Harriers, 2 Aslan Ships or A 1,000 ton Aslan Cruiser and A 800 Ton Aslan Escort got in Adventure 8, 2 Custom Build 800 Ton Corsairs, A Custom made 3,200 ton Pirate Carrier, A 400 Ton Corsair and A 300 Ton armed and armoured Scoutship

Can you suggest what enlarged fleets to use for Ferrick in Adventure 1, The Treasure Shio in 2 and for The 3 Rival Bands in 7. I need fleets that can pose a challenge to the characters forces, but won't be too harf. Its my fault for taking over from A far too soft GM who was god-mother to 2 Pcs, grandmother to 2 and great aunt to the 5th
 
In great Cthulhu's unholy name...

TBH, I think the PCs have outgrown the adventuring life. Managing 84 starships is a full-time job for five owners, plus several hundred (thousand?) employees, on top of the crews of the actual ships. Have an Imperial naval battlegroup come after them for slavery, let them go out in a blaze of glory, and start a new campaign.
 
*SPOILERS FOR PIRATES OF DRINAX*

The problem I think Hakkonen tried to hit there is...that's getting up into the unmanageable areas of running Pirates of Drinax. As written.

You can't just make an enlarged fleet for Ferrik in adventure one. Because he is a desperate man who managed to break away a tiny handful of ships and is trying to get himself protection from his ex-employer. If he stole a fleet that could stand up to your PC (directly controlled...even) fleet, then he wouldn't have to run from Darokyn. That means you have to enlarge Darokyn's forces so he can crush Ferrik (And his new BatRon that can stand up to your players). It also means you'd have to enlarge the two other pirate bands (that Ferrik is trying to get protection under) so that they could match Darokyn's new strength.

Pushing fleets up into that sort of tonnage breaks the system somewhat, Megatonnes of pirate fleets ripping the sector apart will certainly require a response from one of the bordering major powers.

Honestly, if you want to stay in this campaign, as it's been running. My personal opinion is that your best shot is to run Game of Sun and Shadow. Strengthen the 198th Flotilla with a couple of cruisers and a handful more escorts (Reasonable, if an 84 ship pirate fleet is choking off trade), scour the sector, enforce Imperial justice, straighten up the universe.

Of course, it's your game. Hand waving goes a long way to redressing the balance of forces in game terms, but I can't help you with that part. Good luck :)
 
When someone writes a response to one of your weird, way too specific, numbers heavy, off the rails queries and your response is "More ideas. Please." Like we're a group of employees you have troubleshooting, instead of a collection of players and GM's who happen to like talking about Traveller you are doing no favours to yourself.

If you want to ask questions about "Friends who are GM'ing groups" or your games, or ask advice of experienced people here. Great. That's what the forums are for. But you need to ask a question, engage with respondents, and generally be a bit more interactive. If not, people will look at a post, think "Ugh, JMISBEST, no thanks" and you'll be yelling into a strong wind.

No answer will be, "Send 173.2 Tigress class dreadnoughts, 763 ships ranging from 10000-75000dtons and ~175000dtons of support ships under 1 Imperial Count, 14 Imperial Barons, 73 Imperial Knights with 771283 administration personnel to blah blah blah" because that's not (generally) how people answer questions. They give ideas. You build and expand those ideas, and if required, bounce them back again.

Good luck with all that.
 
Every game you are involved in seems to get into really oddly specific fleets of uber tech levels and power.

So skip all of that. Someone wants to do damage to your players, have ships just disappear. Crews vanish into ports and are never seen again. Ships enter Jump and do not reappear.

Send in the vat grown assassins a la Theev. Psionic zhodani agents who turn trusted friends into assassins. The bank account is empty, money has been transferred.
The lead character has been accused of treason and no ships belonging to him or her can go into any port but their own.

Ships that are attacked for piracy surrender peacefully but when the enemy ship docks with it to claim the cargo as a prize the entire ship blows up, along with the robot crew and takes out the attacking ship. The universe has grown tired of the players and their actions and is hitting back. The pirate port has a freighter dock with it and then the freighter blows up and does a Billion credits worth of damage to the port. Bleed them dry.

Have crews desert and switch sides, taking a lot of loot with them. Plague bomb pirate havens. release Chamax into the sewers of all port towns and blame the players.
 
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